Tone.js/Tone/source/buffer/ToneBufferSource.ts

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import { connect } from "../../core/Connect";
import { Param } from "../../core/context/Param";
import { ToneAudioBuffer } from "../../core/context/ToneAudioBuffer";
import { GainFactor, Positive, Seconds, Time } from "../../core/type/Units";
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import { defaultArg, optionsFromArguments } from "../../core/util/Defaults";
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import { noOp } from "../../core/util/Interface";
import { isDefined } from "../../core/util/TypeCheck";
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import { OneShotSource, OneShotSourceCurve, OneShotSourceOptions } from "../OneShotSource";
export type ToneBufferSourceCurve = OneShotSourceCurve;
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export interface ToneBufferSourceOptions extends OneShotSourceOptions {
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buffer: ToneAudioBuffer;
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curve: ToneBufferSourceCurve;
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playbackRate: Positive;
fadeIn: Time;
fadeOut: Time;
loopStart: Time;
loopEnd: Time;
loop: boolean;
onload: () => void;
}
/**
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* Wrapper around the native BufferSourceNode.
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*/
export class ToneBufferSource extends OneShotSource<ToneBufferSourceOptions> {
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readonly name: string = "ToneBufferSource";
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/**
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* The oscillator
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*/
private _source = this.context.createBufferSource();
protected _internalChannels = [this._source];
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/**
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* The frequency of the oscillator
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*/
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readonly playbackRate: Param<Positive>;
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/**
* The private instance of the buffer object
*/
private _buffer: ToneAudioBuffer;
/**
* indicators if the source has started/stopped
*/
private _sourceStarted: boolean = false;
private _sourceStopped: boolean = false;
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/**
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* @param buffer The buffer to play
* @param onload The callback to invoke when the buffer is done playing.
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*/
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constructor(buffer?: ToneAudioBuffer | AudioBuffer | string, onload?: () => void);
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constructor(options?: Partial<ToneBufferSourceOptions>);
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constructor() {
super(optionsFromArguments(ToneBufferSource.getDefaults(), arguments, ["buffer", "onload"]));
const options = optionsFromArguments(ToneBufferSource.getDefaults(), arguments, ["buffer", "onload"]);
connect(this._source, this._gainNode);
this._source.onended = () => this._stopSource();
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/**
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* The playbackRate of the buffer
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*/
this.playbackRate = new Param({
context: this.context,
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param: this._source.playbackRate,
units: "positive",
value: options.playbackRate,
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});
// set some values initially
this.loop = options.loop;
this.loopStart = options.loopStart;
this.loopEnd = options.loopEnd;
this._buffer = new ToneAudioBuffer(options.buffer, options.onload);
this._internalChannels.push(this._source);
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}
static getDefaults(): ToneBufferSourceOptions {
return Object.assign(OneShotSource.getDefaults(), {
buffer: new ToneAudioBuffer(),
loop: false,
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loopEnd: 0,
loopStart: 0,
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onload: noOp,
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playbackRate: 1,
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});
}
/**
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* The fadeIn time of the amplitude envelope.
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*/
get fadeIn(): Time {
return this._fadeIn;
}
set fadeIn(t: Time) {
this._fadeIn = t;
}
/**
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* The fadeOut time of the amplitude envelope.
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*/
get fadeOut(): Time {
return this._fadeOut;
}
set fadeOut(t: Time) {
this._fadeOut = t;
}
/**
* The curve applied to the fades, either "linear" or "exponential"
*/
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get curve(): ToneBufferSourceCurve {
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return this._curve;
}
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set curve(t) {
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this._curve = t;
}
/**
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* Start the buffer
* @param time When the player should start.
* @param offset The offset from the beginning of the sample to start at.
* @param duration How long the sample should play. If no duration
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* is given, it will default to the full length
* of the sample (minus any offset)
* @param gain The gain to play the buffer back at.
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*/
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start(time?: Time, offset?: Time, duration?: Time, gain: GainFactor = 1): this {
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this.assert(this.buffer.loaded, "buffer is either not set or not loaded");
const computedTime = this.toSeconds(time);
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// apply the gain envelope
this._startGain(computedTime, gain);
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// if it's a loop the default offset is the loopstart point
if (this.loop) {
offset = defaultArg(offset, this.loopStart);
} else {
// otherwise the default offset is 0
offset = defaultArg(offset, 0);
}
// make sure the offset is not less than 0
let computedOffset = Math.max(this.toSeconds(offset), 0);
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// start the buffer source
if (this.loop) {
// modify the offset if it's greater than the loop time
const loopEnd = this.toSeconds(this.loopEnd) || this.buffer.duration;
const loopStart = this.toSeconds(this.loopStart);
const loopDuration = loopEnd - loopStart;
// move the offset back
if (computedOffset >= loopEnd) {
computedOffset = ((computedOffset - loopStart) % loopDuration) + loopStart;
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}
}
// this.buffer.loaded would have return false if the AudioBuffer was undefined
this._source.buffer = this.buffer.get() as AudioBuffer;
this._source.loopEnd = this.toSeconds(this.loopEnd) || this.buffer.duration;
if (computedOffset < this.buffer.duration) {
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this._sourceStarted = true;
this._source.start(computedTime, computedOffset);
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}
// if a duration is given, schedule a stop
if (isDefined(duration)) {
let computedDur = this.toSeconds(duration);
// make sure it's never negative
computedDur = Math.max(computedDur, 0);
this.stop(computedTime + computedDur);
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}
return this;
}
protected _stopSource(time?: Seconds): void {
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if (!this._sourceStopped) {
this._sourceStopped = true;
this._source.stop(this.toSeconds(time));
this._onended();
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}
}
/**
* If loop is true, the loop will start at this position.
*/
get loopStart(): Time {
return this._source.loopStart;
}
set loopStart(loopStart: Time) {
this._source.loopStart = this.toSeconds(loopStart);
}
/**
* If loop is true, the loop will end at this position.
*/
get loopEnd(): Time {
return this._source.loopEnd;
}
set loopEnd(loopEnd: Time) {
this._source.loopEnd = this.toSeconds(loopEnd);
}
/**
* The audio buffer belonging to the player.
*/
get buffer(): ToneAudioBuffer {
return this._buffer;
}
set buffer(buffer: ToneAudioBuffer) {
this._buffer.set(buffer);
}
/**
* If the buffer should loop once it's over.
*/
get loop(): boolean {
return this._source.loop;
}
set loop(loop: boolean) {
this._source.loop = loop;
if (this._sourceStarted) {
this.cancelStop();
}
}
/**
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* Clean up.
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*/
dispose(): this {
super.dispose();
this._source.onended = null;
this._source.disconnect();
this._buffer.dispose();
this.playbackRate.dispose();
return this;
}
}